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www.crs4.it/vic/
Visual Computing 1:
Scalable Graphics
Marco Agus
Marcos Balsa
Enrico Gobbetti
Fabio Marton
Jose Díaz
CRS4/ViC
June 2015
E. Gobbetti, F. Marton, Massive models, June 2015
CRS4
• Center for Research, Development, and
Advanced Studies in Sardinia
– Interdisciplinary research center focused on computational
sciences
• Strong research program in CS + apps to IS / E&E / Bio
• Leading computational + bioprocessing facilities
– Located in the POLARIS Science and Technology Park (Pula,
Sardinia, Italy)
– Operational since 1992, RTD staff of ~130 people
E. Gobbetti, F. Marton, Massive models, June 2015
CRS4: Visual Computing Group
• Main activities
– Visual Computing RTD
– 3D scanning
• Staff
– Director: Enrico Gobbetti
– Main lab: Marco Agus, Marcos
Balsa, Fabio Bettio, Jose Díaz,
Fabio Marton, Gianni Pintore,
Ruggero Pintus, Antonio
Zorcolo, Roberto Combet,
Emilio Merella, Alex Tinti
– Secretariat: Katia Brigaglia,
Cinzia Sardu
E. Gobbetti, F. Marton, Massive models, June 2015
CRS4: Visual Computing Group
• Externally funded research program
– Many EU projects (4FP-7FP) and national projects
– Industrial projects from GEXCEL, DIES, ENEL, …;
• Active presence in the scientific community
– Many scientific collaborations: ISTI, UZH, JHU, HOL, KAIST, …
– Over 150 refereed publications
– Conference organization
• Software products and technology transfer
– “Industrial software”: point cloud visualizers, surgical simulators,
sciviz tools,
– “Public software”: geoviewing, neuroimaging tools, …
– “Cultural Heritage Installations”, …
• Educational Activities
– University courses; PhD students; Tutorials; ITNs
E. Gobbetti, F. Marton, Massive models, June 2015
Research
• RTD (mostly)
connected to 3D
massive models…
– Many domains:
simulations, multimedia
engineering, medical
imaging, 3D scanning,
geospatial data, …
– RTD covers acquisition,
processing, distribution,
rendering, exploration
• … plus other topics
– Simulators, 3DTV, …
6
E. Gobbetti, F. Marton, Massive models, June 2015
Massive research…
• How to efficiently acquire/create massive models?
– Computational photography, 3D scanning pipe-lines, 3DTV
• How to efficiently process them?
– Stream-processing, multiresolution, external memory algorithms,
parallel programming, GPGPU
– Specific processing methods
• How to efficiently store and distribute them?
– Multiresolution, adaptive streaming, compression
• How to efficiently render/interact with them?
– Multiresolution, adaptive rendering/collisions, out-of-core methods,
GPU programming, parallelization, rasterization, ray-casting
• How to efficiently explore them?
– Novel 3D displays, specific interaction techniques
– Portable devices
7
E. Gobbetti, F. Marton, Massive models, June 2015
Effective acquisition of color and
shape of 3D models
• Combining acquired
colorimetric and
geometric
information using
multiple sensors
– acquiring 3D models in
highly cluttered
environments
– mapping photographic
datasets to dense 3D
models acquired with
laser scanning
– capturing indoor scenes
8
SELECTED PUBLICATIONS:
ACM JOCCH 2015 A Fast and Robust Framework for
Semi-Automatic and Automatic Registration of
Photographs to 3D Geometry
ACM JOCCH 2015 Mont'e Scan: Effective Shape and
Color Digitization of Cluttered 3D Artworks
C&G 2014 Automatic Room Detection and Reconstruction
in Cluttered Indoor Environments with Complex Room
Layouts.
E. Gobbetti, F. Marton, Massive models, June 2015
• Large scale terrain mapping
– Parallel color/geometry fusion,
compression, Online regional
systems
• Streaming reconstruction
– Streaming MLS implementation
– Parallel, fast, scalable to gigabyte-
sized models
• Registration and blending
– Auto registration geometry to
geometry and photo to geometry
– Streaming seamless photo
blending on massive point clouds
and triangle meshes
Scalable surface processing
9
SELECTED PUBLICATIONS:
ACM JOCCH 2015 A Fast and Robust Framework for
Semi-Automatic and Automatic Registration of
Photographs to 3D Geometry
ACM JOCCH 2015 Mont'e Scan: Effective Shape and
Color Digitization of Cluttered 3D Artworks
C&G 2014 Automatic Room Detection and Reconstruction
in Cluttered Indoor Environments with Complex Room
Layouts.
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering and streaming of terrains
and urban environments
• Batched Dynamic
Adaptive Meshes
– First GPU-accelerated
seamless variable
resolution methods for
terrain rendering
(*-BDAM)
• Compressed LODs for
massive urban
models
– Blockmaps framework
10
SELECTED PUBLICATIONS:
EG 2007: Ray-Casted BlockMaps for Large Urban
Models Visualization.
EG 2006: C-BDAM - Compressed Batched Dynamic
Adaptive Meshes for Terrain Rendering.
EG 2003: BDAM - Batched Dynamic Adaptive
Meshes for High Performance Terrain Visualization.
Second Best Paper Award.
E. Gobbetti, F. Marton, Massive models, June 2015
Processing, distribution, and rendering of
massive dense 3D meshes and point clouds
• Coarse grained multiresolution
model based on hierarchical
volumetric decomposition
– First GPU bound technique for
massive meshes
– General framework based on an
extension of the Multi-Triangulation
(GPU-MT)
– Optimized representation based on a
conformal hierarchy of tetrahedra
– Packed representation based on
quadrangulation (QuadPatches)
• Demonstrated on a number of
test cases, including all Digital
Michelangelo and Mont’e Prama
models
– 11
SELECTED PUBLICATIONS:
IEEE VIS 2005, Batched Multi Triangulation. In
Proceedings IEEE Visualization
C&G 2004, Layered Point Clouds - a Simple and Efficient
Multiresolution Structure for Distributing and Rendering
Gigantic Point-Sampled Models.
SIGGRAPH 2004, Adaptive TetraPuzzles Efficient Out-of-
core Construction and Visualization of Gigantic Polygonal
Models.
E. Gobbetti, F. Marton, Massive models, June 2015
Processing, distribution, and rendering of
massive dense 3D meshes and point clouds
• Coarse grained multiresolution
model based on hierarchical
volumetric decomposition
– First GPU bound technique for
massive meshes
– General framework based on an
extension of the Multi-Triangulation
(GPU-MT)
– Optimized representation based on a
conformal hierarchy of tetrahedra
– Packed representation based on
quadrangulation (QuadPatches)
• Demonstrated on a number of
test cases, including all Digital
Michelangelo and Mont’e Prama
models
– 12
SELECTED PUBLICATIONS:
IEEE VIS 2005, Batched Multi Triangulation. In
Proceedings IEEE Visualization
C&G 2004, Layered Point Clouds - a Simple and Efficient
Multiresolution Structure for Distributing and Rendering
Gigantic Point-Sampled Models.
SIGGRAPH 2004, Adaptive TetraPuzzles Efficient Out-of-
core Construction and Visualization of Gigantic Polygonal
Models.
E. Gobbetti, F. Marton, Massive models, June 2015
Processing, distribution, and rendering of
huge complex 3D models
• Visualization of very large
arbitrary surface models
(CAD/simulation) based on
volumetric multi-scale
approximations
– Far Voxels, …
• Coherent Hierarchical
Culling, Ray Tracing
– Far Voxels, CHC+RT
• Image-based methods
– ExploreMaps, …
13
SELECTED PUBLICATIONS:
Eurographics 2015 CHC+RT: Coherent Hierarchical
Culling for Ray Tracing
Eurographics 2014: Efficient Construction and Ubiquitous
Exploration of Panoramic View Graphs of Complex 3D
Environments
Siggraph 2005 Far Voxels - A Multiresolution Framework
for Interactive Rendering of Huge Complex 3D Models on
Commodity Graphics Platforms
E. Gobbetti, F. Marton, Massive models, June 2015
Massive volumetric compression and
rendering
• Render models of potentially
unlimited size on current
GPU platforms.
• Methods based on
– adaptive out-of-core
multiresolution techniques
– visibility feedback
– single-pass GPU raycasting
framework
• Novel compression
techniques based on
– tensor decomposition
– sparse coding
• Fully interactive
performance on datasets of
many GVoxels
14
SELECTED PUBLICATIONS:
CGF 2014 State-of-the-art in Compressed GPU-Based
Direct Volume Rendering.
Eurovis 2012 COVRA: A compression-domain output-
sensitive volume rendering architecture based on a sparse
representation of voxel blocks.
IEEE VIS 2011 Interactive Multiscale Tensor
Reconstruction for Multiresolution Volume Visualization.
E. Gobbetti, F. Marton, Massive models, June 2015
Interactive visualization on remote,
web, and mobile devices
• Compact multiresolution
mesh and point-cloud
representations for
embedded platform and
web scripting
– Asymmetric compression
framework, LODs, constrained
techniques, image-based
representations
– ExploreMaps, Adaptive Quad
Patches, Compressed
TetraPuzzles
– WebGL, Android, iOS
15
SELECTED PUBLICATIONS:
Eurographics 2014 ExploreMaps: Efficient Construction
and Ubiquitous Exploration of Panoramic View Graphs of
Complex 3D
Web3D 2013 Compression-domain Seamless
Multiresolution Visualization of Gigantic Meshes on Mobile
Devices.
Web3D 2012 Adaptive Quad Patches: an Adaptive
Regular Structure for Web Distribution and Adaptive
Rendering of 3D Models. Best Paper Award
E. Gobbetti, F. Marton, Massive models, June 2015
• 3D multi-projector display with
special holographic screen
– HW by Holografika
– Objects appear floating in space
– Developed calibration method,
rendering systems, MCOP technique
for rendering
– Cluster-parallel visualization
• Special rendering techniques
for surfaces and volumes
– Illustrative methods on view-
dependent displays
• Special navigation techniques
– Maintain focus on display’s sweet spot
– Reduce DOFs to support casual users
Parallel multiresolution visualization
on light field displays
16
SELECTED PUBLICATIONS:
The Visual Computer 2010 View-dependent
Exploration of Massive Volumetric Models on Large
Scale Light Field Displays.
Eurographics 2008 GPU Accelerated Direct Volume
Rendering on an Interactive Light Field Display.
C&G 2008 Scalable Rendering of Massive Triangle
Meshes on Light Field Displays.
E. Gobbetti, F. Marton, Massive models, June 2015
Novel user interfaces for exploring
3D models
• Natural interfaces for
scene navigation and
data exploration
– Assisted 3D scene
exploration
– Information presentation
in scenes with
annotations
– Exploration tools for
volumetric data
– Device-specific UIs (light-
field display, dual-display
setups, mobile touch
screens, …)
17
SELECTED PUBLICATIONS:
EuroVis 2015 Adaptive Recommendations for Enhanced
Non-linear Exploration of Annotated 3D Objects.
JOCCH 2014 IsoCam: Interactive Visual Exploration of
Massive Cultural Heritage Models on Large Projection
Setups
C&G 2012 Natural exploration of 3D massive models on
large-scale light field displays using the FOX proximal
navigation technique
E. Gobbetti, F. Marton, Massive models, June 2015
TODAY’S SEMINARS
18
E. Gobbetti, F. Marton, Massive models, June 2015
Today’s seminars
9:30 Enrico Gobbetti Opening
9:45 Fabio Marton Tecniche per la visualizzazione in tempo reale
di modelli 3D di grandi dimensioni
11:00 Break
11:30 Marcos Balsa
Marco Agus
Mobile Graphics: panoramica di applicazioni
grafiche mobili e integrazione con soluzioni
multi-risoluzione
13:00 Break
14:30 Enrico Gobbetti
Fabio Marton
State-of-the-art in Compressed
GPU-Based Direct Volume Rendering: part 1
Models and Preprocessing
16:00 Break
16:30 Jose Díaz
Enrico Gobbetti
State-of-the-art in Compressed
GPU-Based Direct Volume Rendering: part 2
Rendering
18:00 Questionario di valutazione
19
E. Gobbetti, F. Marton, Massive models, June 2015
Follow-up on 30/6/2015 dedicated to
Cultural Heritage Computing
9:30 Enrico Gobbetti Opening
9:45 Ruggero Pintus
Gianni Pintore
Shape Modeling and acquisition
11:30 Break
12:00 Fabio Bettio Effective Shape and Color Digitization of
Cluttered 3D Artworks
12:30 Gianni Pintore Simple Acquisition and Reconstruction of Multi-
room Indoor Structures
13:00 Break
14:30 Marcos Balsa
Marco Agus
Exploration of Complex and Annotated 3D
Models
16:00 Break
16:30 Enrico Gobbetti
Ruggero Pintus
Geometric Analysis for Cultural Heritage
17:30 Questionario di valutazione
20
E. Gobbetti, F. Marton, Massive models, June 2015
… AND MORE!
For more information: www.crs4.it/vic/
www.crs4.it/vic/
Massive models exploration:
a short overview
Marco Agus
Marcos Balsa
Enrico Gobbetti
Fabio Marton
Jose Díaz
CRS4/ViC
June 2015
E. Gobbetti, F. Marton, Massive models, June 2015
MASSIVE MODEL RENDERING
A bit of context…
23
E. Gobbetti, F. Marton, Massive models, June 2015
Context and Motivation
• Explosion of data in all areas of
science, engineering, health and
business applications, driven by
improvements in hardware and
information processing technology
– Acquisition: 3D imaging, remote sensing,
range scanners, massive picture collections,
ubiquitous sensing devices, …
– Computing: modeling, simulations…
• Need for novel tools, techniques, and
expertise!
• Our focus is 3D data
– Wide and deep impact on a variety of
domains
24
E. Gobbetti, F. Marton, Massive models, June 2015
Application domains / data sources
• Many important
application domains
• Today’s models
exceed
– O(108-1010) samples
– O(109-1011) bytes
• Varying
– Dimensionality
– Topology
– Sampling distribution
Terrain Models
2.5D – Flat/Spherical – Dense
regular sampling
Urban models
2.5-3D – Block structure
Laser scanned models
3D – Moderately simple topology –
low depth complexity - dense
CAD models
3D – complex topology – high depth
complexity – structured - ‘ugly’ mesh
Natural objects / Sim. results
3D – complex topology + high depth
complexity + unstructured/high
frequency details
Volumetric models
3D/4D – semitransparent volumes
E. Gobbetti, F. Marton, Massive models, June 2015
Massive model rendering
• To explore massive 3D scenes we need to
transform them at interactive into a synthetic
image that can be displayed on the screen
• Two main families of algorithms
– Raytracing algorithms
– Rasterization-based algorithms
I/O
Storage Screen
10-100 Hz
O(N=1M-100M) pixels
O(K=unbounded) bytes
(triangles, points, …)
Limited bandwidth
(network/disk/RAM/CPU/PCIe/GPU/…)
View parameters
Projection + Visibility + Shading
E. Gobbetti, F. Marton, Massive models, June 2015
Basic Ray Tracing vs. Rasterization
• Rasterization
– Project scene to image
samples
• Ray Tracing
– Project image samples to
scene
For each image pixel p:
make a ray r
For each scene primitive o:
if intersect(r,o) then
find color for o
color p with it
For each scene primitive o:
find where o falls on screen
rasterize 2D shape
for each produced pixel p:
find color for o
color p with it Lighting
Projection
E. Gobbetti, F. Marton, Massive models, June 2015
Basic Ray Tracing vs. Rasterization
• Rasterization
– Project scene to image
samples
• Ray Tracing
– Project image samples to
scene
For each image pixel p:
make a ray r
For each scene primitive o:
if intersect(r,o) then
find color for o
color p with it
For each scene primitive o:
find where o falls on screen
rasterize 2D shape
for each produced pixel p:
find color for o
color p with it
E. Gobbetti, F. Marton, Massive models, June 2015
Scalability
• Traditional HPC, parallel rendering definitions
– Strong scaling (more nodes are faster for same data)
– Weak scaling (more nodes allow larger data)
• Our interest/definition: output sensitivity
– Running time/storage proportional to size of output
instead of input
• Computational effort scales with visible data and screen
resolution
• Working set independent of original data size
29
E. Gobbetti, F. Marton, Massive models, June 2015
A real-time data filtering problem!
• Models of unbounded complexity on limited
computers
– Need for output-sensitive techniques (O(N), not O(K))
• We assume less data on screen (N) than in model (K )
– Need for memory-efficient techniques (maximize cache hits!)
– Need for parallel techniques (maximize CPU/GPU core usage)
I/O
Storage Screen
10-100 Hz
O(N=1M-100M) pixels
O(K=unbounded) bytes
(triangles, points, …)
Limited bandwidth
(network/disk/RAM/CPU/PCIe/GPU/…)
View parameters
Projection + Visibility + Shading
E. Gobbetti, F. Marton, Massive models, June 2015
A real-time data filtering problem!
• Models of unbounded complexity on limited
computers
– Need for output-sensitive techniques (O(N), not O(K))
• We assume less data on screen (N) than in model (K )
– Need for memory-efficient techniques (maximize cache hits!)
– Need for parallel techniques (maximize CPU/GPU core usage)
I/O
Storage Screen
10-100 Hz
O(N=1M-100M) pixels
O(K=unbounded) bytes
(triangles, points, …)
Limited bandwidth
(network/disk/RAM/CPU/PCIe/GPU/…)
View parameters
Projection + Visibility + Shading
Small
Working Set
E. Gobbetti, F. Marton, Massive models, June 2015
Output-sensitive techniques
• At preprocessing time:
build MR structure
– Data prefiltering!
– Visibility + simplification
– Compression
• At run-time: selective
view-dependent
refinement from out-
of-core data
– Must be output sensitive
– Access to prefiltered data
under real-time constraints
– Visibility + LOD
COARSE
FINE
E. Gobbetti, F. Marton, Massive models, June 2015
Output-sensitive techniques
• At preprocessing time:
build MR structure
– Data prefiltering!
– Visibility + simplification
– Compression
• At run-time: selective
view-dependent
refinement from out-
of-core/remote data
– Must be output sensitive
– Access to prefiltered data
under real-time constraints
– Decoding, Visibility + LOD
Occluded / Out-of-view
Inaccurate
Accurate
FRONT
E. Gobbetti, F. Marton, Massive models, June 2015
Our contributions: GPU-friendly
output-sensitive techniques
• Chunk-based multiresolution structures
– Amortize selection costs over groups of primitives
– Combine space partitioning + level of detail
– Same structure used for visibility and detail culling
• Seamless combination of chunks
– Dependencies ensure consistency at the level of chunks
• Complex rendering primitives
– GPU programming features
– Curvilinear patches, view-dependent voxels, …
• Chunk-based external memory management
– Streaming, compression/decompression, block transfers,
caching
E. Gobbetti, F. Marton, Massive models, June 2015
35MPixel displays 72 projectors
35
1GTri model on Light Field Displays…
E. Gobbetti, F. Marton, Massive models, June 2015
… and on Mobile Terminals
iPhone4 / iPad
36
E. Gobbetti, F. Marton, Massive models, June 2015
… and we can do volumes, too
Direct Volume Rendering of 64GVoxel
37
E. Gobbetti, F. Marton, Massive models, June 2015
REAL-TIME ADAPTIVE
MESHES
38
E. Gobbetti, F. Marton, Massive models, June 2015
Real-time adaptive meshes
• The problem:
efficiently create view-
dependent meshes
• Constraints:
– must approximate original
surface with controlled
screen-space error
– must preserve continuity
(conforming meshes)
– must handle meshes of
varying topology
– must be efficiently
rendered
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked multiresolution structures
• Mix and match chunks
– Amortize CPU work!
• Two approaches
– Adaptive coarse subdivision
• Multiresolution by combining a
variable number of fixed-size
patches
– Chunked-MT
TetraPuzzles
*-BDAM
– Fixed coarse subdivision
• Fixed number of patches,
multiresolution inside patches
– Adaptive QuadPatches
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
The Multi Triangulation Framework
• Theoretical basis
– MT multiresolution framework
(Puppo 1996)
• Our contribution
– GPU friendly implementation
based on surface chunks with
boundary constraints
– Optimized implicit
specializations
(TetraPuzzles/V-Partitions)
– Parallel out-of-core pre-
processing and out-of-core
run-time
Partitioning
and
simplification
Adaptive
rendering GPU
Cache
Multiresolution
structure
(data+dependency)
Off-line On-line
Network /
Bus
References: EG 2003, 2006; IEEE
Viz 2003, 2005; SIGGRAPH 2004;
SPBG/C&G 2004; VAST
2009,2012; PG 2010, …
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
The Multi Triangulation Framework
• Consider a sequence of
local modifications over
a given description D
– Each modification replaces a
portion of the domain with a
different conforming portion
(simplified)
• f1 floor / g1 the new
fragment
D’=D  f g
Di+1=Di gi+1
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
The Multi Triangulation Framework
• Dependencies
between
modifications can be
arranged in a DAG
– Adding a sink to the DAG
we can associate each
fragment to an arc
leaving a node
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
MT Cuts
• A cut of the DAG
defines a new
representation
– Collect all the fragment
floors of cut arcs and you
get a new conforming
mesh
D*=D0  g1  g4 = f0  f02  f03  f13  f1  f4
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
GPU Friendly MT
• Chunked MT assume
fragments are
triangle patches with
proper boundary
constraints
– DAG << original mesh
(patches composed by
thousands of tri)
– Structure memory +
traversal overhead
amortized over
thousands of triangles
– Per-patch optimizations
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
GPU Friendly MT
• Chunked MT assume
regions provide good
hierarchical space-
partitioning
– Compact
• Close-to-spherical
– Used for computing fast
projected error upper
bounds
– Used for visibility queries
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
GPU Friendly MT
• Construction
– Start with hires triangle
soup
– Partition model
– Construct non-leaf cells by
bottom-up recombination
and simplification of lower
level cells
– Assign model space errors
to cells
• Rendering
– Refine graph, render
selected precomputed cells
– Project errors to screen
– Dual queue
Adaptive
rendering GPU
Cache
On-line
E. Gobbetti, F. Marton, Massive models, June 2015
Chunked Multi Triangulations
Construction methods and specialized solutions
• Not all MT-graphs are good!
– Need good aspect ratios, no cascading dependencies
• Many subdivision structures and construction
methods proposed
– 3D surfaces
• TetraPuzzles: Partitioning based on conformal hierarchy of
tetrahedra
• V-Partition: General solution based on Voronoi space partitions
• Q-VDR, …
– Terrains
• *-BDAM: 2.5D specialization based on 4-8 tiling, supports
heavy compression
• …
E. Gobbetti, F. Marton, Massive models, June 2015
Adaptive TetraPuzzles
• Construction
– Start with hires triangle
soup
– Partition model using a
conformal hierarchy of
tetrahedra
– Construct non-leaf cells by
bottom-up recombination
and simplification of lower
level cells
• Rendering
– Refine conformal hierarchy,
render selected
precomputed cells
E. Gobbetti, F. Marton, Massive models, June 2015
Adaptive TetraPuzzles
• Construction
– Start with hires triangle
soup
– Partition model using a
conformal hierarchy of
tetrahedra
– Construct non-leaf cells by
bottom-up recombination
and simplification of lower
level cells
• Rendering
– Refine conformal hierarchy,
render selected
precomputed cells
E. Gobbetti, F. Marton, Massive models, June 2015
Adaptive TetraPuzzles
Overview
• Construction
– Start with hires triangle
soup
– Partition model using a
conformal hierarchy of
tetrahedra
– Construct non-leaf cells by
bottom-up recombination
and simplification of lower
level cells
• Rendering
– Refine conformal
hierarchy, render selected
precomputed cells
View dependent mesh
refinement
E. Gobbetti, F. Marton, Massive models, June 2015
TetraPuzzles rendering of Digital Michelangelo Models.
St Matthew 370 M-Triangles
NVIDIA 6800GTS (2004)
E. Gobbetti, F. Marton, Massive models, June 2015
Adaptive Quad Patches
Simplified Streaming and Rendering for the Web
• Constrained
environments
– Lightweight, interpreted,
scripted
– Generic 3D models may still be
too heavy
• Need to implement mesh
codecs and dual queue
adapters
• Many models are heavy
but topologically simple
– Scanning / Modeling constraints
• Reuse components!
Javascript!
E. Gobbetti, F. Marton, Massive models, June 2015
Adaptive Quad Patches
Simplified Streaming and Rendering for the Web
• Solution: represent
models as collections of
multiresolution quad
patches
– Image representation allows
component reuse!
– Natural multiresolution model
inside each patch
– Adaptive rendering handled
totally within shaders!
• CAVEAT: Does not work
for “generic” models
Javascript!
Best paper, WEB3D2012
SEE SEMINAR ON MOBILE
GRAPHICS FOR DETAILS
E. Gobbetti, F. Marton, Massive models, June 2015
SAMPLE-BASED SOLUTIONS
55
E. Gobbetti, F. Marton, Massive models, June 2015
Advantages of mesh-based
multiresolution models
• First GPU bound methods
for very large meshes
– Adaptive conforming
meshes
• Reduced overdraw
– Extensive optimization
• Stripification, cache coherence,
compression, …
– State of the art
performance
• GPU bound, >4Mtri/frame at
>60 fps on modern GPUs
• Extremely high quality for
large dense models with
“well behaved” surface
E. Gobbetti, F. Marton, Massive models, June 2015
Limitations of mesh-based
multiresolution models
• Hard to apply to models
with high detail and
complex topology and high
depth complexity!
– Error measured on
boundary surfaces
– LOD construction based on
local surface
coarsening/simplification
operations
– LOD construction unaware
of visibility (view-
independent
approximations)
E. Gobbetti, F. Marton, Massive models, June 2015
• Sampled representations
• First coarse-grained multiresolution
point hierarchy (LPC)
• Far voxels for Multi-scale modeling
of appearance rather than
geometry, tight integration of
visibility and LOD construction
• Exploits GPU programmability for
accelerated rendering
• Many test cases, ranging
from laser scans, to
isosurfaces, to extremely
large CAD models
Sampled representations
C&G 2004, SIGGRAPH 2005,
VAST 2009, PG 2010, VC 2012,
VAST 2012, …
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
The Far Voxel Concept
• Assumption: opaque surfaces,
non participating medium
• Goal is to represent the
appearance of complex far
geometry
– Near geometry can be
represented at full resolution
• Idea is to discretize a model
into many small volumes
located in the neighborood of
surfaces
– Approximates how a small
subvolume of the model reflects
the incoming light
=> View-dependent cubical voxel
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
The Far Voxel Concept
• Assumption: opaque surfaces,
non participating medium
• Goal is to represent the
appearance of complex far
geometry
– Near geometry can be
represented at full resolution
• Idea is to discretize a model
into many small volumes
located in the neighborhood of
surfaces
– Approximates how a small
subvolume of the model reflects
the incoming light
=> View-dependent voxel
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
The Far Voxel Concept
• A far voxel returns color
attenuation given
– View direction
– Light direction
• Rendered using a
customized vertex shader
executed on the GPU
Shader = f (view direction, light direction)
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Inner nodes
• Sample a model subvolume
to build a grid of far voxels
• Voxels are far
– Project to worst case max
– Viewed not closer than dmin
D min
Section of the 3D grid of far voxels
 max
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Inner nodes
• Sample a model subvolume
to build a grid of far voxels
• Voxels are far
– Project to worst case max
– Viewed not closer than dmin
• Raycasting samples
original model and
identifies visible voxels
D min
Section of the 3D grid of far voxels
 max
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Inner nodes
• Sample a model subvolume
to build a grid of far voxels
• Voxels are far
– Project to worst case max
– Viewed not closer than dmin
• Raycasting samples
original model and
identifies visible voxels
D min
Section of the 3D grid of far voxels
 max
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Far Voxel
• Consider voxel subvolume
• Samples gathered from
unoccluded directions
– Sample:
• (BRDF, n) = f(view direction)
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Far Voxel
• Consider voxel subvolume
• Samples gathered from
unoccluded directions
– Sample:
• (BRDF, n) = f(view direction)
• Compress shading
information by fitting
samples to a compact
analytical representation
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Construction overview: Far Voxel Shaders
• Build all the K different far
voxels representations
– K = flat, smooth..
– Principal component analysis
• Evaluate each representation
error
– Compare real values (samples)
with the voxel approximations
from the sample direction
• Choose approximation with
lowest error
…
Flat proxy:
2 components
Smooth proxy:
6 components
Others…
Err(k) =
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Rendering
• Hierarchical traversal with coherent culling
– Stop when out-of view, occluded (GPU
feedback), or accurate enough
• Leaf node: Triangle rendering
– Draw the precomputed triangle strip
• Inner node: Voxel rendering
– For each far voxel type
• Enable its shader
• Draw all its view dependent primitives using
glDrawArrays
– Splat voxels as antialiased point primitives
– Limits
• Does not consider primitive opacity
• Rendering quality similar to one-pass point splat
methods (no sorting/blending)
Triangles
Far Voxels
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Results
• Tested on extremely complex heterogeneous surface
models
– St.Matthew, Boeing 777, Richtmyer Meshkov isosurf., all at
once
• Tested in a number of situations
– Single processor / cluster construction
– Workstation viewing, large scale display
373M triangles
14.5 GB
350M triangles
13.7 GB
472M triangles
18.4 GB
1.2G triangles
46.6 GB
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Results
• Xeon 2.4GHz, 70GB SCSI 320 Disk, GeForce FX6800GT AGP
8x (hardware dated back to 2005)
• Window size: from video resolution to stereo projector
display
– St.Matthew, Boeing, Isosurface: 640 x 480
– All at once: 640 x 480 and Stereo 2 x 1024 x 768
• Pixel tolerance: [Target 1 | Actual ~0.9 | Max ~10]
• Resident set size limited to ~200 MB
45 Fps
51 MPrim/s
44 Fps
42 MPrim/s
34 Fps
41 MPrim/s
2 x 1024 x 768
20 Fps
40 MPrim/s
640 x 480
20 Fps
42 MPrim/s
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels rendering of complex models. NVIDIA 6800 GTS (2005)
E. Gobbetti, F. Marton, Massive models, June 2015
Far Voxels
Conclusions
• General purpose
technique that targets
many model kinds
– Seamless integration of
• multiresolution
• occlusion culling
• out-of-core data management
– High performance
– Scalability
• Main limitations
– Slow preprocessing
– Non-photorealistic rendering
quality
Intel Xeon 2.4GHz 1GB, GeForce 6800GT AGP8X
E. Gobbetti, F. Marton, Massive models, June 2015
3D VOLUMETRIC MODELS
AND COMPRESSION
78
E. Gobbetti, F. Marton, Massive models, June 2015
Volumetric models
• Voxelized representation
– Regular grid structure
– Simple scalar grid or sampled
representation/voxel
• Data on surfaces and/or
interior of objects
– Advanced semitransp. shading
• Increasingly common
– SciViz / Medical imaging
– Off-line rendering for movies
– Gaming: voxel engines!
• Need for compression and
efficient rendering
E. Gobbetti, F. Marton, Massive models, June 2015
• Visualization of massive
scalar volumes without size
limitations
– A single-pass raycasting
technique working out-of-
core on GPU parallel
architectures
• Compress data to facilitate
data streaming and 4D
visualizations
– Novel compression
architecture and novel
compression methods
Volumetric models
References: EG 2008, Visual Computer
2008, Visual Computer 2010, VG 2010,
TVCG 2011, EUROVIS 2012…
80
E. Gobbetti, F. Marton, Massive models, June 2015
• Visualization of massive
scalar volumes without size
limitations
– A single-pass raycasting
technique working out-of-
core on GPU parallel
architectures
• Compress data to facilitate
data streaming and 4D
visualizations
– Novel compression
architecture and novel
compression methods
Volumetric models
81
Crassin - Gigavoxels
References: EG 2008, Visual Computer
2008, Visual Computer 2010, VG 2010,
TVCG 2011, EUROVIS 2012…
(STAR EG 2013)
E. Gobbetti, F. Marton, Massive models, June 2015
Order dependentOrder independent
Accumulation
Empty space skipping
Early ray termination
Pixel
82
Massive Volumes Visualization
Volume rendering problem
E. Gobbetti, F. Marton, Massive models, June 2015
Massive Volumes Visualization
Volume rendering problem
• Current interactive
solutions are based
on GPU architectures
– Massive parallelism
– Huge memory bandwidth
• E.g. GeForce GTX 780
Ti
– has a 336 GB/s of
bandwidth
– Has 5 GFLOPs
[ hardwareinsight.com ]
83
E. Gobbetti, F. Marton, Massive models, June 2015
• We introduced a novel method based on the
following basic ideas:
– Multi-resolution out-of-core representation based on a
octree of volume bricks
– Adaptive CPU loading of the data from local/remote
repository cooperates with separate render thread fully
executed in the GPU
– Stackless traversal of an adaptive working set
– Exploitation of the visibility feedback
Massive Volumes Visualization
Multiresolution out-of-core DVR
84
SELECTED PUBLICATIONS:
Real-time deblocked GPU rendering of compressed volumes VMV , 2014.
View-dependent exploration of massive volumetric models on large-scale
light field displays. The Visual Computer, 26, 2010.
A single-pass GPU ray casting framework for interactive out-of-core rendering
of massive volumetric datasets. The Visual Computer, 24, 2008.
E. Gobbetti, F. Marton, Massive models, June 2015
• An adaptive cut of a multi-
resolution octree structure is
traversed on the GPU, leading
to a method which …
–  is scalable and fully adaptive
–  increases performance and reduces
overhead
–  produces simple and flexible code
(single-pass)
Massive Volumes Visualization
Multiresolution out-of-core DVR
85
E. Gobbetti, F. Marton, Massive models, June 2015
• Use CPU for …
– Creation & loading
– Octree refinement
– Encode current cut using
an spatial index
• Use GPU for …
– Stackless octree traversal
• Using neighbour pointers
– Rendering
• Flexible ray traversal /
compositing strategies
• Improved visibility
feedback
Massive Volumes Visualization
Multiresolution out-of-core DVR
86
Architecture overview
Neighbour pointer navigation
E. Gobbetti, F. Marton, Massive models, June 2015
volume
render
adaptive loader
storage
preprocessing
octree node
database
visibility
feedback
has current working set
enough accuracy?
yes
octree refinement
prepare to render
no
GPUCPU
[ creation and maintainance ] [ rendering ]
offline
Massive Volumes Visualization
Method overview
87
E. Gobbetti, F. Marton, Massive models, June 2015
• The adaptive loader maintains in-core a view-and-
transfer function dependent cut of the out-of-core
octree structure
– Uses it to update the GPU cache and Spatial Index.
– Uses CUDA scatter write capability on a 8bit CUDA-array.
• Basic principles:
– Update at each frame the visibility status of the nodes in the
graph based on rendering feedback
– Refine nodes marked as visible during the previous frame and
considered inaccurate and non-empty according to the current
transfer function
– Pull-up visibillity data to inner nodes by recursively
recombination
• The cost amortized over full brick traversal is
negligible (<1ms on Nvidia GPU 8800GTS 640MB)
Massive Volumes Visualization
Visibility feedback
88
E. Gobbetti, F. Marton, Massive models, June 2015
• Impact of the
visibility culling
– Visibility culling reduces
the working set from 1731
to 1035 bricks in a almost
opaque case, and from
1984 bricks to 1789 bricks
when surfaces get more
transparent. The window
size used for rendering
was of 1024x576 pixels
Massive Volumes Visualization
Visibility feedback
89
E. Gobbetti, F. Marton, Massive models, June 2015
Massive Volumes Visualization
Results
90
Interactive exploration of a 16bit 2GB CT volume on a
consumer NVidia 8800 GTS graphics board with 640MB (2008)
E. Gobbetti, F. Marton, Massive models, June 2015
Introducing Compression
• Long data transfer times and GPU memory size
limitations motivate LOD and compression
– LOD (Flat-MR blocking, single-pass MOVR, gigavoxels)
• Compression is fully exploited if data is
maintained in compressed form through the
entire pipe-line
– Compression-domain volume renderers + deferred filtering
• Highly asymmetric encoding/decoding schemes
– We can afford slow offline compression and precomputation
– Fast real-time data decoding, interpolation and shading
– Spatially independent random-access to data
• SEE COMPRESSION SEMINAR THIS AFTERNOON
91
E. Gobbetti, F. Marton, Massive models, June 2015
INTERACTION AND 3D
DISPLAY
92
E. Gobbetti, F. Marton, Massive models, June 2015
Massive volumetric model on light-field display
72 projector (35MPixel) Holografika light field display driven by 36 NVIDIA 8800GTS
graphics boards (2010)
93
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Light-field display overview
• The key feature characterizing 3D
displays is direction-selective light
emission
• 3D display based on commercially
available hardware developed by
Holografika (software by CRS4!)
– Specially arranged projector array
and a holographic screen
– Side mirrors increase the available
light beams count
– Each projector emits light beams
toward a subset of the points of the
holographic screen
Projector
Screen
Light field
94
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Light-field display physical behavior
• Selective horizontal
light transmission,
wide vertical
scattering
– Homogeneous light
distribution
• Continuous 3D view
simulated by
controlling color of
each ray (= projector
pixel)
– Parameters found in
calibration step
95
References: TVC 2010, under
review
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Projection technique
• Screen pixels have the
same color when viewed
from all vertical viewing
angles
• We introduce a “virtual
observer”, fixing the
viewer´s height and
distance from screen
– The resulting MCOP technique is
exact for all viewers at the
same distance from the screen
and height as the virtual
observer
– It proves in practice to be a
good approximation for all
viewing positions in the display
workspace
96
References: C&G 2006, EG 2008,
TVC 2010
E. Gobbetti, F. Marton, Massive models, June 2015
• The view-dependent characteristics of the display can be
exploited to develop specialized interactive illustrative
techniques designed to improve spatial understanding
• Simple head motions can reveal new aspects of the
inspected data
Rendering on Light-field Displays
Novel view-dependent illustrative tools
97
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Detph dependent resolution
• The size of the
smallest voxel that
can be reproduced
depends on the
distance from the
screen and from the
beam angular size
• We use this estimate
to determine the
resolution for
sampling the volume
98
References: C&G 2006, EG 2008,
TVC 2010
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Natural interaction: requirements
• Light field display
constraints
– Depth-dependent
spatial resolution,
calibration errors,
angular bounds
• Interaction
metaphor should
be simple
– Reduced number of
DOFs
– Short learning time
E. Gobbetti, F. Marton, Massive models, June 2015
FOX interface: components
• Translation and
rotation
• Automatic
zooming
• Automatic
hotspot
placement References: VRCAI 2011, C&G
2012
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
Parallel rendering
• We employ a GPU cluster for rendering
• Sort first parallel rendering approach
– Adaptive out-of-core GPU rendering vs Replicating data
– Static assignment: rendering process images.
• Good load balancing. Caused by the geometry of the display,
with all projectors looking at the same portion of the volume.
• The most loaded processes handle (max.) about 30% more
bricks.
• Our framework can be extended with other image partitioning
based techniques.
101
E. Gobbetti, F. Marton, Massive models, June 2015
Rendering on Light-field Displays
System overview
102
E. Gobbetti, F. Marton, Massive models, June 2015
Volume rendering on a Holografika 72 projector (35MPixel) light field display
driven by 36 NVIDIA 8800GTS graphics boards (2009)
E. Gobbetti, F. Marton, Massive models, June 2015
Interactive surface exploration on a 72 projector (35MPixel) Holografika light
field display driven by 36 NVIDIA 460GTX graphics boards. FOX interaction
technique (2011)
E. Gobbetti, F. Marton, Massive models, June 2015
TIME FOR A CONCLUSION,
RIGHT?
For more information: www.crs4.it/vic/
E. Gobbetti, F. Marton, Massive models, June 2015
Massive research…
• How to efficiently acquire/create massive models?
– Computational photography, 3D scanning pipe-lines, 3DTV
• How to efficiently process them?
– Stream-processing, multiresolution, external memory algorithms,
parallel programming, GPGPU
– Specific processing methods
• How to efficiently store and distribute them?
– Multiresolution, adaptive streaming, compression
• How to efficiently render/interact with them?
– Multiresolution, adaptive rendering/collisions, out-of-core methods,
GPU programming, parallelization, rasterization, ray-casting
• How to efficiently explore them?
– Novel 3D displays, specific interaction techniques
– Portable devices
106
E. Gobbetti, F. Marton, Massive models, June 2015
Massive research…
• Lots of questions
– Hot topic, “big data” is a buzzword…
– “massive” for preprocessing/data analysis
– “massive” for run-time (rendering)
• Lots of answers…
– Many papers… no general solution
• …but still much work to do...
107
E. Gobbetti, F. Marton, Massive models, June 2015
Some food for PhDs..
• Construction pipe-lines
– Sensor fusion, consolidation, multiresolution meshing,
editable representations, …
• Streamlined adaptive mesh models
– Flat multiresolution structures, GI/AQP not the solution…
• Model-specific (approximated) compressed
multiresolution models
– E.g., improve blockmaps for urban models…
• Assisted navigation interfaces
– E.g., planning, precomputed paths,
• … and more!
108
www.crs4.it/vic/
Thanks for your attention!
Questions?
Enrico Gobbetti
Fabio Marton
CRS4/ViC
gobbetti@crs4.it
marton@crs4.it
www.crs4.it/vic/
109

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2015 crs4-seminar-massive-models-full

  • 1. www.crs4.it/vic/ Visual Computing 1: Scalable Graphics Marco Agus Marcos Balsa Enrico Gobbetti Fabio Marton Jose Díaz CRS4/ViC June 2015
  • 2. E. Gobbetti, F. Marton, Massive models, June 2015 CRS4 • Center for Research, Development, and Advanced Studies in Sardinia – Interdisciplinary research center focused on computational sciences • Strong research program in CS + apps to IS / E&E / Bio • Leading computational + bioprocessing facilities – Located in the POLARIS Science and Technology Park (Pula, Sardinia, Italy) – Operational since 1992, RTD staff of ~130 people
  • 3. E. Gobbetti, F. Marton, Massive models, June 2015 CRS4: Visual Computing Group • Main activities – Visual Computing RTD – 3D scanning • Staff – Director: Enrico Gobbetti – Main lab: Marco Agus, Marcos Balsa, Fabio Bettio, Jose Díaz, Fabio Marton, Gianni Pintore, Ruggero Pintus, Antonio Zorcolo, Roberto Combet, Emilio Merella, Alex Tinti – Secretariat: Katia Brigaglia, Cinzia Sardu
  • 4. E. Gobbetti, F. Marton, Massive models, June 2015 CRS4: Visual Computing Group • Externally funded research program – Many EU projects (4FP-7FP) and national projects – Industrial projects from GEXCEL, DIES, ENEL, …; • Active presence in the scientific community – Many scientific collaborations: ISTI, UZH, JHU, HOL, KAIST, … – Over 150 refereed publications – Conference organization • Software products and technology transfer – “Industrial software”: point cloud visualizers, surgical simulators, sciviz tools, – “Public software”: geoviewing, neuroimaging tools, … – “Cultural Heritage Installations”, … • Educational Activities – University courses; PhD students; Tutorials; ITNs
  • 5. E. Gobbetti, F. Marton, Massive models, June 2015 Research • RTD (mostly) connected to 3D massive models… – Many domains: simulations, multimedia engineering, medical imaging, 3D scanning, geospatial data, … – RTD covers acquisition, processing, distribution, rendering, exploration • … plus other topics – Simulators, 3DTV, … 6
  • 6. E. Gobbetti, F. Marton, Massive models, June 2015 Massive research… • How to efficiently acquire/create massive models? – Computational photography, 3D scanning pipe-lines, 3DTV • How to efficiently process them? – Stream-processing, multiresolution, external memory algorithms, parallel programming, GPGPU – Specific processing methods • How to efficiently store and distribute them? – Multiresolution, adaptive streaming, compression • How to efficiently render/interact with them? – Multiresolution, adaptive rendering/collisions, out-of-core methods, GPU programming, parallelization, rasterization, ray-casting • How to efficiently explore them? – Novel 3D displays, specific interaction techniques – Portable devices 7
  • 7. E. Gobbetti, F. Marton, Massive models, June 2015 Effective acquisition of color and shape of 3D models • Combining acquired colorimetric and geometric information using multiple sensors – acquiring 3D models in highly cluttered environments – mapping photographic datasets to dense 3D models acquired with laser scanning – capturing indoor scenes 8 SELECTED PUBLICATIONS: ACM JOCCH 2015 A Fast and Robust Framework for Semi-Automatic and Automatic Registration of Photographs to 3D Geometry ACM JOCCH 2015 Mont'e Scan: Effective Shape and Color Digitization of Cluttered 3D Artworks C&G 2014 Automatic Room Detection and Reconstruction in Cluttered Indoor Environments with Complex Room Layouts.
  • 8. E. Gobbetti, F. Marton, Massive models, June 2015 • Large scale terrain mapping – Parallel color/geometry fusion, compression, Online regional systems • Streaming reconstruction – Streaming MLS implementation – Parallel, fast, scalable to gigabyte- sized models • Registration and blending – Auto registration geometry to geometry and photo to geometry – Streaming seamless photo blending on massive point clouds and triangle meshes Scalable surface processing 9 SELECTED PUBLICATIONS: ACM JOCCH 2015 A Fast and Robust Framework for Semi-Automatic and Automatic Registration of Photographs to 3D Geometry ACM JOCCH 2015 Mont'e Scan: Effective Shape and Color Digitization of Cluttered 3D Artworks C&G 2014 Automatic Room Detection and Reconstruction in Cluttered Indoor Environments with Complex Room Layouts.
  • 9. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering and streaming of terrains and urban environments • Batched Dynamic Adaptive Meshes – First GPU-accelerated seamless variable resolution methods for terrain rendering (*-BDAM) • Compressed LODs for massive urban models – Blockmaps framework 10 SELECTED PUBLICATIONS: EG 2007: Ray-Casted BlockMaps for Large Urban Models Visualization. EG 2006: C-BDAM - Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering. EG 2003: BDAM - Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization. Second Best Paper Award.
  • 10. E. Gobbetti, F. Marton, Massive models, June 2015 Processing, distribution, and rendering of massive dense 3D meshes and point clouds • Coarse grained multiresolution model based on hierarchical volumetric decomposition – First GPU bound technique for massive meshes – General framework based on an extension of the Multi-Triangulation (GPU-MT) – Optimized representation based on a conformal hierarchy of tetrahedra – Packed representation based on quadrangulation (QuadPatches) • Demonstrated on a number of test cases, including all Digital Michelangelo and Mont’e Prama models – 11 SELECTED PUBLICATIONS: IEEE VIS 2005, Batched Multi Triangulation. In Proceedings IEEE Visualization C&G 2004, Layered Point Clouds - a Simple and Efficient Multiresolution Structure for Distributing and Rendering Gigantic Point-Sampled Models. SIGGRAPH 2004, Adaptive TetraPuzzles Efficient Out-of- core Construction and Visualization of Gigantic Polygonal Models.
  • 11. E. Gobbetti, F. Marton, Massive models, June 2015 Processing, distribution, and rendering of massive dense 3D meshes and point clouds • Coarse grained multiresolution model based on hierarchical volumetric decomposition – First GPU bound technique for massive meshes – General framework based on an extension of the Multi-Triangulation (GPU-MT) – Optimized representation based on a conformal hierarchy of tetrahedra – Packed representation based on quadrangulation (QuadPatches) • Demonstrated on a number of test cases, including all Digital Michelangelo and Mont’e Prama models – 12 SELECTED PUBLICATIONS: IEEE VIS 2005, Batched Multi Triangulation. In Proceedings IEEE Visualization C&G 2004, Layered Point Clouds - a Simple and Efficient Multiresolution Structure for Distributing and Rendering Gigantic Point-Sampled Models. SIGGRAPH 2004, Adaptive TetraPuzzles Efficient Out-of- core Construction and Visualization of Gigantic Polygonal Models.
  • 12. E. Gobbetti, F. Marton, Massive models, June 2015 Processing, distribution, and rendering of huge complex 3D models • Visualization of very large arbitrary surface models (CAD/simulation) based on volumetric multi-scale approximations – Far Voxels, … • Coherent Hierarchical Culling, Ray Tracing – Far Voxels, CHC+RT • Image-based methods – ExploreMaps, … 13 SELECTED PUBLICATIONS: Eurographics 2015 CHC+RT: Coherent Hierarchical Culling for Ray Tracing Eurographics 2014: Efficient Construction and Ubiquitous Exploration of Panoramic View Graphs of Complex 3D Environments Siggraph 2005 Far Voxels - A Multiresolution Framework for Interactive Rendering of Huge Complex 3D Models on Commodity Graphics Platforms
  • 13. E. Gobbetti, F. Marton, Massive models, June 2015 Massive volumetric compression and rendering • Render models of potentially unlimited size on current GPU platforms. • Methods based on – adaptive out-of-core multiresolution techniques – visibility feedback – single-pass GPU raycasting framework • Novel compression techniques based on – tensor decomposition – sparse coding • Fully interactive performance on datasets of many GVoxels 14 SELECTED PUBLICATIONS: CGF 2014 State-of-the-art in Compressed GPU-Based Direct Volume Rendering. Eurovis 2012 COVRA: A compression-domain output- sensitive volume rendering architecture based on a sparse representation of voxel blocks. IEEE VIS 2011 Interactive Multiscale Tensor Reconstruction for Multiresolution Volume Visualization.
  • 14. E. Gobbetti, F. Marton, Massive models, June 2015 Interactive visualization on remote, web, and mobile devices • Compact multiresolution mesh and point-cloud representations for embedded platform and web scripting – Asymmetric compression framework, LODs, constrained techniques, image-based representations – ExploreMaps, Adaptive Quad Patches, Compressed TetraPuzzles – WebGL, Android, iOS 15 SELECTED PUBLICATIONS: Eurographics 2014 ExploreMaps: Efficient Construction and Ubiquitous Exploration of Panoramic View Graphs of Complex 3D Web3D 2013 Compression-domain Seamless Multiresolution Visualization of Gigantic Meshes on Mobile Devices. Web3D 2012 Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D Models. Best Paper Award
  • 15. E. Gobbetti, F. Marton, Massive models, June 2015 • 3D multi-projector display with special holographic screen – HW by Holografika – Objects appear floating in space – Developed calibration method, rendering systems, MCOP technique for rendering – Cluster-parallel visualization • Special rendering techniques for surfaces and volumes – Illustrative methods on view- dependent displays • Special navigation techniques – Maintain focus on display’s sweet spot – Reduce DOFs to support casual users Parallel multiresolution visualization on light field displays 16 SELECTED PUBLICATIONS: The Visual Computer 2010 View-dependent Exploration of Massive Volumetric Models on Large Scale Light Field Displays. Eurographics 2008 GPU Accelerated Direct Volume Rendering on an Interactive Light Field Display. C&G 2008 Scalable Rendering of Massive Triangle Meshes on Light Field Displays.
  • 16. E. Gobbetti, F. Marton, Massive models, June 2015 Novel user interfaces for exploring 3D models • Natural interfaces for scene navigation and data exploration – Assisted 3D scene exploration – Information presentation in scenes with annotations – Exploration tools for volumetric data – Device-specific UIs (light- field display, dual-display setups, mobile touch screens, …) 17 SELECTED PUBLICATIONS: EuroVis 2015 Adaptive Recommendations for Enhanced Non-linear Exploration of Annotated 3D Objects. JOCCH 2014 IsoCam: Interactive Visual Exploration of Massive Cultural Heritage Models on Large Projection Setups C&G 2012 Natural exploration of 3D massive models on large-scale light field displays using the FOX proximal navigation technique
  • 17. E. Gobbetti, F. Marton, Massive models, June 2015 TODAY’S SEMINARS 18
  • 18. E. Gobbetti, F. Marton, Massive models, June 2015 Today’s seminars 9:30 Enrico Gobbetti Opening 9:45 Fabio Marton Tecniche per la visualizzazione in tempo reale di modelli 3D di grandi dimensioni 11:00 Break 11:30 Marcos Balsa Marco Agus Mobile Graphics: panoramica di applicazioni grafiche mobili e integrazione con soluzioni multi-risoluzione 13:00 Break 14:30 Enrico Gobbetti Fabio Marton State-of-the-art in Compressed GPU-Based Direct Volume Rendering: part 1 Models and Preprocessing 16:00 Break 16:30 Jose Díaz Enrico Gobbetti State-of-the-art in Compressed GPU-Based Direct Volume Rendering: part 2 Rendering 18:00 Questionario di valutazione 19
  • 19. E. Gobbetti, F. Marton, Massive models, June 2015 Follow-up on 30/6/2015 dedicated to Cultural Heritage Computing 9:30 Enrico Gobbetti Opening 9:45 Ruggero Pintus Gianni Pintore Shape Modeling and acquisition 11:30 Break 12:00 Fabio Bettio Effective Shape and Color Digitization of Cluttered 3D Artworks 12:30 Gianni Pintore Simple Acquisition and Reconstruction of Multi- room Indoor Structures 13:00 Break 14:30 Marcos Balsa Marco Agus Exploration of Complex and Annotated 3D Models 16:00 Break 16:30 Enrico Gobbetti Ruggero Pintus Geometric Analysis for Cultural Heritage 17:30 Questionario di valutazione 20
  • 20. E. Gobbetti, F. Marton, Massive models, June 2015 … AND MORE! For more information: www.crs4.it/vic/
  • 21. www.crs4.it/vic/ Massive models exploration: a short overview Marco Agus Marcos Balsa Enrico Gobbetti Fabio Marton Jose Díaz CRS4/ViC June 2015
  • 22. E. Gobbetti, F. Marton, Massive models, June 2015 MASSIVE MODEL RENDERING A bit of context… 23
  • 23. E. Gobbetti, F. Marton, Massive models, June 2015 Context and Motivation • Explosion of data in all areas of science, engineering, health and business applications, driven by improvements in hardware and information processing technology – Acquisition: 3D imaging, remote sensing, range scanners, massive picture collections, ubiquitous sensing devices, … – Computing: modeling, simulations… • Need for novel tools, techniques, and expertise! • Our focus is 3D data – Wide and deep impact on a variety of domains 24
  • 24. E. Gobbetti, F. Marton, Massive models, June 2015 Application domains / data sources • Many important application domains • Today’s models exceed – O(108-1010) samples – O(109-1011) bytes • Varying – Dimensionality – Topology – Sampling distribution Terrain Models 2.5D – Flat/Spherical – Dense regular sampling Urban models 2.5-3D – Block structure Laser scanned models 3D – Moderately simple topology – low depth complexity - dense CAD models 3D – complex topology – high depth complexity – structured - ‘ugly’ mesh Natural objects / Sim. results 3D – complex topology + high depth complexity + unstructured/high frequency details Volumetric models 3D/4D – semitransparent volumes
  • 25. E. Gobbetti, F. Marton, Massive models, June 2015 Massive model rendering • To explore massive 3D scenes we need to transform them at interactive into a synthetic image that can be displayed on the screen • Two main families of algorithms – Raytracing algorithms – Rasterization-based algorithms I/O Storage Screen 10-100 Hz O(N=1M-100M) pixels O(K=unbounded) bytes (triangles, points, …) Limited bandwidth (network/disk/RAM/CPU/PCIe/GPU/…) View parameters Projection + Visibility + Shading
  • 26. E. Gobbetti, F. Marton, Massive models, June 2015 Basic Ray Tracing vs. Rasterization • Rasterization – Project scene to image samples • Ray Tracing – Project image samples to scene For each image pixel p: make a ray r For each scene primitive o: if intersect(r,o) then find color for o color p with it For each scene primitive o: find where o falls on screen rasterize 2D shape for each produced pixel p: find color for o color p with it Lighting Projection
  • 27. E. Gobbetti, F. Marton, Massive models, June 2015 Basic Ray Tracing vs. Rasterization • Rasterization – Project scene to image samples • Ray Tracing – Project image samples to scene For each image pixel p: make a ray r For each scene primitive o: if intersect(r,o) then find color for o color p with it For each scene primitive o: find where o falls on screen rasterize 2D shape for each produced pixel p: find color for o color p with it
  • 28. E. Gobbetti, F. Marton, Massive models, June 2015 Scalability • Traditional HPC, parallel rendering definitions – Strong scaling (more nodes are faster for same data) – Weak scaling (more nodes allow larger data) • Our interest/definition: output sensitivity – Running time/storage proportional to size of output instead of input • Computational effort scales with visible data and screen resolution • Working set independent of original data size 29
  • 29. E. Gobbetti, F. Marton, Massive models, June 2015 A real-time data filtering problem! • Models of unbounded complexity on limited computers – Need for output-sensitive techniques (O(N), not O(K)) • We assume less data on screen (N) than in model (K ) – Need for memory-efficient techniques (maximize cache hits!) – Need for parallel techniques (maximize CPU/GPU core usage) I/O Storage Screen 10-100 Hz O(N=1M-100M) pixels O(K=unbounded) bytes (triangles, points, …) Limited bandwidth (network/disk/RAM/CPU/PCIe/GPU/…) View parameters Projection + Visibility + Shading
  • 30. E. Gobbetti, F. Marton, Massive models, June 2015 A real-time data filtering problem! • Models of unbounded complexity on limited computers – Need for output-sensitive techniques (O(N), not O(K)) • We assume less data on screen (N) than in model (K ) – Need for memory-efficient techniques (maximize cache hits!) – Need for parallel techniques (maximize CPU/GPU core usage) I/O Storage Screen 10-100 Hz O(N=1M-100M) pixels O(K=unbounded) bytes (triangles, points, …) Limited bandwidth (network/disk/RAM/CPU/PCIe/GPU/…) View parameters Projection + Visibility + Shading Small Working Set
  • 31. E. Gobbetti, F. Marton, Massive models, June 2015 Output-sensitive techniques • At preprocessing time: build MR structure – Data prefiltering! – Visibility + simplification – Compression • At run-time: selective view-dependent refinement from out- of-core data – Must be output sensitive – Access to prefiltered data under real-time constraints – Visibility + LOD COARSE FINE
  • 32. E. Gobbetti, F. Marton, Massive models, June 2015 Output-sensitive techniques • At preprocessing time: build MR structure – Data prefiltering! – Visibility + simplification – Compression • At run-time: selective view-dependent refinement from out- of-core/remote data – Must be output sensitive – Access to prefiltered data under real-time constraints – Decoding, Visibility + LOD Occluded / Out-of-view Inaccurate Accurate FRONT
  • 33. E. Gobbetti, F. Marton, Massive models, June 2015 Our contributions: GPU-friendly output-sensitive techniques • Chunk-based multiresolution structures – Amortize selection costs over groups of primitives – Combine space partitioning + level of detail – Same structure used for visibility and detail culling • Seamless combination of chunks – Dependencies ensure consistency at the level of chunks • Complex rendering primitives – GPU programming features – Curvilinear patches, view-dependent voxels, … • Chunk-based external memory management – Streaming, compression/decompression, block transfers, caching
  • 34. E. Gobbetti, F. Marton, Massive models, June 2015 35MPixel displays 72 projectors 35 1GTri model on Light Field Displays…
  • 35. E. Gobbetti, F. Marton, Massive models, June 2015 … and on Mobile Terminals iPhone4 / iPad 36
  • 36. E. Gobbetti, F. Marton, Massive models, June 2015 … and we can do volumes, too Direct Volume Rendering of 64GVoxel 37
  • 37. E. Gobbetti, F. Marton, Massive models, June 2015 REAL-TIME ADAPTIVE MESHES 38
  • 38. E. Gobbetti, F. Marton, Massive models, June 2015 Real-time adaptive meshes • The problem: efficiently create view- dependent meshes • Constraints: – must approximate original surface with controlled screen-space error – must preserve continuity (conforming meshes) – must handle meshes of varying topology – must be efficiently rendered
  • 39. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked multiresolution structures • Mix and match chunks – Amortize CPU work! • Two approaches – Adaptive coarse subdivision • Multiresolution by combining a variable number of fixed-size patches – Chunked-MT TetraPuzzles *-BDAM – Fixed coarse subdivision • Fixed number of patches, multiresolution inside patches – Adaptive QuadPatches
  • 40. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations The Multi Triangulation Framework • Theoretical basis – MT multiresolution framework (Puppo 1996) • Our contribution – GPU friendly implementation based on surface chunks with boundary constraints – Optimized implicit specializations (TetraPuzzles/V-Partitions) – Parallel out-of-core pre- processing and out-of-core run-time Partitioning and simplification Adaptive rendering GPU Cache Multiresolution structure (data+dependency) Off-line On-line Network / Bus References: EG 2003, 2006; IEEE Viz 2003, 2005; SIGGRAPH 2004; SPBG/C&G 2004; VAST 2009,2012; PG 2010, …
  • 41. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations The Multi Triangulation Framework • Consider a sequence of local modifications over a given description D – Each modification replaces a portion of the domain with a different conforming portion (simplified) • f1 floor / g1 the new fragment D’=D f g Di+1=Di gi+1
  • 42. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations The Multi Triangulation Framework • Dependencies between modifications can be arranged in a DAG – Adding a sink to the DAG we can associate each fragment to an arc leaving a node
  • 43. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations MT Cuts • A cut of the DAG defines a new representation – Collect all the fragment floors of cut arcs and you get a new conforming mesh D*=D0  g1  g4 = f0  f02  f03  f13  f1  f4
  • 44. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations GPU Friendly MT • Chunked MT assume fragments are triangle patches with proper boundary constraints – DAG << original mesh (patches composed by thousands of tri) – Structure memory + traversal overhead amortized over thousands of triangles – Per-patch optimizations
  • 45. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations GPU Friendly MT • Chunked MT assume regions provide good hierarchical space- partitioning – Compact • Close-to-spherical – Used for computing fast projected error upper bounds – Used for visibility queries
  • 46. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations GPU Friendly MT • Construction – Start with hires triangle soup – Partition model – Construct non-leaf cells by bottom-up recombination and simplification of lower level cells – Assign model space errors to cells • Rendering – Refine graph, render selected precomputed cells – Project errors to screen – Dual queue Adaptive rendering GPU Cache On-line
  • 47. E. Gobbetti, F. Marton, Massive models, June 2015 Chunked Multi Triangulations Construction methods and specialized solutions • Not all MT-graphs are good! – Need good aspect ratios, no cascading dependencies • Many subdivision structures and construction methods proposed – 3D surfaces • TetraPuzzles: Partitioning based on conformal hierarchy of tetrahedra • V-Partition: General solution based on Voronoi space partitions • Q-VDR, … – Terrains • *-BDAM: 2.5D specialization based on 4-8 tiling, supports heavy compression • …
  • 48. E. Gobbetti, F. Marton, Massive models, June 2015 Adaptive TetraPuzzles • Construction – Start with hires triangle soup – Partition model using a conformal hierarchy of tetrahedra – Construct non-leaf cells by bottom-up recombination and simplification of lower level cells • Rendering – Refine conformal hierarchy, render selected precomputed cells
  • 49. E. Gobbetti, F. Marton, Massive models, June 2015 Adaptive TetraPuzzles • Construction – Start with hires triangle soup – Partition model using a conformal hierarchy of tetrahedra – Construct non-leaf cells by bottom-up recombination and simplification of lower level cells • Rendering – Refine conformal hierarchy, render selected precomputed cells
  • 50. E. Gobbetti, F. Marton, Massive models, June 2015 Adaptive TetraPuzzles Overview • Construction – Start with hires triangle soup – Partition model using a conformal hierarchy of tetrahedra – Construct non-leaf cells by bottom-up recombination and simplification of lower level cells • Rendering – Refine conformal hierarchy, render selected precomputed cells View dependent mesh refinement
  • 51. E. Gobbetti, F. Marton, Massive models, June 2015 TetraPuzzles rendering of Digital Michelangelo Models. St Matthew 370 M-Triangles NVIDIA 6800GTS (2004)
  • 52. E. Gobbetti, F. Marton, Massive models, June 2015 Adaptive Quad Patches Simplified Streaming and Rendering for the Web • Constrained environments – Lightweight, interpreted, scripted – Generic 3D models may still be too heavy • Need to implement mesh codecs and dual queue adapters • Many models are heavy but topologically simple – Scanning / Modeling constraints • Reuse components! Javascript!
  • 53. E. Gobbetti, F. Marton, Massive models, June 2015 Adaptive Quad Patches Simplified Streaming and Rendering for the Web • Solution: represent models as collections of multiresolution quad patches – Image representation allows component reuse! – Natural multiresolution model inside each patch – Adaptive rendering handled totally within shaders! • CAVEAT: Does not work for “generic” models Javascript! Best paper, WEB3D2012 SEE SEMINAR ON MOBILE GRAPHICS FOR DETAILS
  • 54. E. Gobbetti, F. Marton, Massive models, June 2015 SAMPLE-BASED SOLUTIONS 55
  • 55. E. Gobbetti, F. Marton, Massive models, June 2015 Advantages of mesh-based multiresolution models • First GPU bound methods for very large meshes – Adaptive conforming meshes • Reduced overdraw – Extensive optimization • Stripification, cache coherence, compression, … – State of the art performance • GPU bound, >4Mtri/frame at >60 fps on modern GPUs • Extremely high quality for large dense models with “well behaved” surface
  • 56. E. Gobbetti, F. Marton, Massive models, June 2015 Limitations of mesh-based multiresolution models • Hard to apply to models with high detail and complex topology and high depth complexity! – Error measured on boundary surfaces – LOD construction based on local surface coarsening/simplification operations – LOD construction unaware of visibility (view- independent approximations)
  • 57. E. Gobbetti, F. Marton, Massive models, June 2015 • Sampled representations • First coarse-grained multiresolution point hierarchy (LPC) • Far voxels for Multi-scale modeling of appearance rather than geometry, tight integration of visibility and LOD construction • Exploits GPU programmability for accelerated rendering • Many test cases, ranging from laser scans, to isosurfaces, to extremely large CAD models Sampled representations C&G 2004, SIGGRAPH 2005, VAST 2009, PG 2010, VC 2012, VAST 2012, …
  • 58. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels The Far Voxel Concept • Assumption: opaque surfaces, non participating medium • Goal is to represent the appearance of complex far geometry – Near geometry can be represented at full resolution • Idea is to discretize a model into many small volumes located in the neighborood of surfaces – Approximates how a small subvolume of the model reflects the incoming light => View-dependent cubical voxel
  • 59. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels The Far Voxel Concept • Assumption: opaque surfaces, non participating medium • Goal is to represent the appearance of complex far geometry – Near geometry can be represented at full resolution • Idea is to discretize a model into many small volumes located in the neighborhood of surfaces – Approximates how a small subvolume of the model reflects the incoming light => View-dependent voxel
  • 60. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels The Far Voxel Concept • A far voxel returns color attenuation given – View direction – Light direction • Rendered using a customized vertex shader executed on the GPU Shader = f (view direction, light direction)
  • 61. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview
  • 62. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Inner nodes • Sample a model subvolume to build a grid of far voxels • Voxels are far – Project to worst case max – Viewed not closer than dmin D min Section of the 3D grid of far voxels  max
  • 63. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Inner nodes • Sample a model subvolume to build a grid of far voxels • Voxels are far – Project to worst case max – Viewed not closer than dmin • Raycasting samples original model and identifies visible voxels D min Section of the 3D grid of far voxels  max
  • 64. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Inner nodes • Sample a model subvolume to build a grid of far voxels • Voxels are far – Project to worst case max – Viewed not closer than dmin • Raycasting samples original model and identifies visible voxels D min Section of the 3D grid of far voxels  max
  • 65. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Far Voxel • Consider voxel subvolume • Samples gathered from unoccluded directions – Sample: • (BRDF, n) = f(view direction)
  • 66. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Far Voxel • Consider voxel subvolume • Samples gathered from unoccluded directions – Sample: • (BRDF, n) = f(view direction) • Compress shading information by fitting samples to a compact analytical representation
  • 67. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Construction overview: Far Voxel Shaders • Build all the K different far voxels representations – K = flat, smooth.. – Principal component analysis • Evaluate each representation error – Compare real values (samples) with the voxel approximations from the sample direction • Choose approximation with lowest error … Flat proxy: 2 components Smooth proxy: 6 components Others… Err(k) =
  • 68. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Rendering • Hierarchical traversal with coherent culling – Stop when out-of view, occluded (GPU feedback), or accurate enough • Leaf node: Triangle rendering – Draw the precomputed triangle strip • Inner node: Voxel rendering – For each far voxel type • Enable its shader • Draw all its view dependent primitives using glDrawArrays – Splat voxels as antialiased point primitives – Limits • Does not consider primitive opacity • Rendering quality similar to one-pass point splat methods (no sorting/blending) Triangles Far Voxels
  • 69. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Results • Tested on extremely complex heterogeneous surface models – St.Matthew, Boeing 777, Richtmyer Meshkov isosurf., all at once • Tested in a number of situations – Single processor / cluster construction – Workstation viewing, large scale display 373M triangles 14.5 GB 350M triangles 13.7 GB 472M triangles 18.4 GB 1.2G triangles 46.6 GB
  • 70. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Results • Xeon 2.4GHz, 70GB SCSI 320 Disk, GeForce FX6800GT AGP 8x (hardware dated back to 2005) • Window size: from video resolution to stereo projector display – St.Matthew, Boeing, Isosurface: 640 x 480 – All at once: 640 x 480 and Stereo 2 x 1024 x 768 • Pixel tolerance: [Target 1 | Actual ~0.9 | Max ~10] • Resident set size limited to ~200 MB 45 Fps 51 MPrim/s 44 Fps 42 MPrim/s 34 Fps 41 MPrim/s 2 x 1024 x 768 20 Fps 40 MPrim/s 640 x 480 20 Fps 42 MPrim/s
  • 71. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels rendering of complex models. NVIDIA 6800 GTS (2005)
  • 72. E. Gobbetti, F. Marton, Massive models, June 2015 Far Voxels Conclusions • General purpose technique that targets many model kinds – Seamless integration of • multiresolution • occlusion culling • out-of-core data management – High performance – Scalability • Main limitations – Slow preprocessing – Non-photorealistic rendering quality Intel Xeon 2.4GHz 1GB, GeForce 6800GT AGP8X
  • 73. E. Gobbetti, F. Marton, Massive models, June 2015 3D VOLUMETRIC MODELS AND COMPRESSION 78
  • 74. E. Gobbetti, F. Marton, Massive models, June 2015 Volumetric models • Voxelized representation – Regular grid structure – Simple scalar grid or sampled representation/voxel • Data on surfaces and/or interior of objects – Advanced semitransp. shading • Increasingly common – SciViz / Medical imaging – Off-line rendering for movies – Gaming: voxel engines! • Need for compression and efficient rendering
  • 75. E. Gobbetti, F. Marton, Massive models, June 2015 • Visualization of massive scalar volumes without size limitations – A single-pass raycasting technique working out-of- core on GPU parallel architectures • Compress data to facilitate data streaming and 4D visualizations – Novel compression architecture and novel compression methods Volumetric models References: EG 2008, Visual Computer 2008, Visual Computer 2010, VG 2010, TVCG 2011, EUROVIS 2012… 80
  • 76. E. Gobbetti, F. Marton, Massive models, June 2015 • Visualization of massive scalar volumes without size limitations – A single-pass raycasting technique working out-of- core on GPU parallel architectures • Compress data to facilitate data streaming and 4D visualizations – Novel compression architecture and novel compression methods Volumetric models 81 Crassin - Gigavoxels References: EG 2008, Visual Computer 2008, Visual Computer 2010, VG 2010, TVCG 2011, EUROVIS 2012… (STAR EG 2013)
  • 77. E. Gobbetti, F. Marton, Massive models, June 2015 Order dependentOrder independent Accumulation Empty space skipping Early ray termination Pixel 82 Massive Volumes Visualization Volume rendering problem
  • 78. E. Gobbetti, F. Marton, Massive models, June 2015 Massive Volumes Visualization Volume rendering problem • Current interactive solutions are based on GPU architectures – Massive parallelism – Huge memory bandwidth • E.g. GeForce GTX 780 Ti – has a 336 GB/s of bandwidth – Has 5 GFLOPs [ hardwareinsight.com ] 83
  • 79. E. Gobbetti, F. Marton, Massive models, June 2015 • We introduced a novel method based on the following basic ideas: – Multi-resolution out-of-core representation based on a octree of volume bricks – Adaptive CPU loading of the data from local/remote repository cooperates with separate render thread fully executed in the GPU – Stackless traversal of an adaptive working set – Exploitation of the visibility feedback Massive Volumes Visualization Multiresolution out-of-core DVR 84 SELECTED PUBLICATIONS: Real-time deblocked GPU rendering of compressed volumes VMV , 2014. View-dependent exploration of massive volumetric models on large-scale light field displays. The Visual Computer, 26, 2010. A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. The Visual Computer, 24, 2008.
  • 80. E. Gobbetti, F. Marton, Massive models, June 2015 • An adaptive cut of a multi- resolution octree structure is traversed on the GPU, leading to a method which … –  is scalable and fully adaptive –  increases performance and reduces overhead –  produces simple and flexible code (single-pass) Massive Volumes Visualization Multiresolution out-of-core DVR 85
  • 81. E. Gobbetti, F. Marton, Massive models, June 2015 • Use CPU for … – Creation & loading – Octree refinement – Encode current cut using an spatial index • Use GPU for … – Stackless octree traversal • Using neighbour pointers – Rendering • Flexible ray traversal / compositing strategies • Improved visibility feedback Massive Volumes Visualization Multiresolution out-of-core DVR 86 Architecture overview Neighbour pointer navigation
  • 82. E. Gobbetti, F. Marton, Massive models, June 2015 volume render adaptive loader storage preprocessing octree node database visibility feedback has current working set enough accuracy? yes octree refinement prepare to render no GPUCPU [ creation and maintainance ] [ rendering ] offline Massive Volumes Visualization Method overview 87
  • 83. E. Gobbetti, F. Marton, Massive models, June 2015 • The adaptive loader maintains in-core a view-and- transfer function dependent cut of the out-of-core octree structure – Uses it to update the GPU cache and Spatial Index. – Uses CUDA scatter write capability on a 8bit CUDA-array. • Basic principles: – Update at each frame the visibility status of the nodes in the graph based on rendering feedback – Refine nodes marked as visible during the previous frame and considered inaccurate and non-empty according to the current transfer function – Pull-up visibillity data to inner nodes by recursively recombination • The cost amortized over full brick traversal is negligible (<1ms on Nvidia GPU 8800GTS 640MB) Massive Volumes Visualization Visibility feedback 88
  • 84. E. Gobbetti, F. Marton, Massive models, June 2015 • Impact of the visibility culling – Visibility culling reduces the working set from 1731 to 1035 bricks in a almost opaque case, and from 1984 bricks to 1789 bricks when surfaces get more transparent. The window size used for rendering was of 1024x576 pixels Massive Volumes Visualization Visibility feedback 89
  • 85. E. Gobbetti, F. Marton, Massive models, June 2015 Massive Volumes Visualization Results 90 Interactive exploration of a 16bit 2GB CT volume on a consumer NVidia 8800 GTS graphics board with 640MB (2008)
  • 86. E. Gobbetti, F. Marton, Massive models, June 2015 Introducing Compression • Long data transfer times and GPU memory size limitations motivate LOD and compression – LOD (Flat-MR blocking, single-pass MOVR, gigavoxels) • Compression is fully exploited if data is maintained in compressed form through the entire pipe-line – Compression-domain volume renderers + deferred filtering • Highly asymmetric encoding/decoding schemes – We can afford slow offline compression and precomputation – Fast real-time data decoding, interpolation and shading – Spatially independent random-access to data • SEE COMPRESSION SEMINAR THIS AFTERNOON 91
  • 87. E. Gobbetti, F. Marton, Massive models, June 2015 INTERACTION AND 3D DISPLAY 92
  • 88. E. Gobbetti, F. Marton, Massive models, June 2015 Massive volumetric model on light-field display 72 projector (35MPixel) Holografika light field display driven by 36 NVIDIA 8800GTS graphics boards (2010) 93
  • 89. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Light-field display overview • The key feature characterizing 3D displays is direction-selective light emission • 3D display based on commercially available hardware developed by Holografika (software by CRS4!) – Specially arranged projector array and a holographic screen – Side mirrors increase the available light beams count – Each projector emits light beams toward a subset of the points of the holographic screen Projector Screen Light field 94
  • 90. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Light-field display physical behavior • Selective horizontal light transmission, wide vertical scattering – Homogeneous light distribution • Continuous 3D view simulated by controlling color of each ray (= projector pixel) – Parameters found in calibration step 95 References: TVC 2010, under review
  • 91. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Projection technique • Screen pixels have the same color when viewed from all vertical viewing angles • We introduce a “virtual observer”, fixing the viewer´s height and distance from screen – The resulting MCOP technique is exact for all viewers at the same distance from the screen and height as the virtual observer – It proves in practice to be a good approximation for all viewing positions in the display workspace 96 References: C&G 2006, EG 2008, TVC 2010
  • 92. E. Gobbetti, F. Marton, Massive models, June 2015 • The view-dependent characteristics of the display can be exploited to develop specialized interactive illustrative techniques designed to improve spatial understanding • Simple head motions can reveal new aspects of the inspected data Rendering on Light-field Displays Novel view-dependent illustrative tools 97
  • 93. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Detph dependent resolution • The size of the smallest voxel that can be reproduced depends on the distance from the screen and from the beam angular size • We use this estimate to determine the resolution for sampling the volume 98 References: C&G 2006, EG 2008, TVC 2010
  • 94. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Natural interaction: requirements • Light field display constraints – Depth-dependent spatial resolution, calibration errors, angular bounds • Interaction metaphor should be simple – Reduced number of DOFs – Short learning time
  • 95. E. Gobbetti, F. Marton, Massive models, June 2015 FOX interface: components • Translation and rotation • Automatic zooming • Automatic hotspot placement References: VRCAI 2011, C&G 2012
  • 96. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays Parallel rendering • We employ a GPU cluster for rendering • Sort first parallel rendering approach – Adaptive out-of-core GPU rendering vs Replicating data – Static assignment: rendering process images. • Good load balancing. Caused by the geometry of the display, with all projectors looking at the same portion of the volume. • The most loaded processes handle (max.) about 30% more bricks. • Our framework can be extended with other image partitioning based techniques. 101
  • 97. E. Gobbetti, F. Marton, Massive models, June 2015 Rendering on Light-field Displays System overview 102
  • 98. E. Gobbetti, F. Marton, Massive models, June 2015 Volume rendering on a Holografika 72 projector (35MPixel) light field display driven by 36 NVIDIA 8800GTS graphics boards (2009)
  • 99. E. Gobbetti, F. Marton, Massive models, June 2015 Interactive surface exploration on a 72 projector (35MPixel) Holografika light field display driven by 36 NVIDIA 460GTX graphics boards. FOX interaction technique (2011)
  • 100. E. Gobbetti, F. Marton, Massive models, June 2015 TIME FOR A CONCLUSION, RIGHT? For more information: www.crs4.it/vic/
  • 101. E. Gobbetti, F. Marton, Massive models, June 2015 Massive research… • How to efficiently acquire/create massive models? – Computational photography, 3D scanning pipe-lines, 3DTV • How to efficiently process them? – Stream-processing, multiresolution, external memory algorithms, parallel programming, GPGPU – Specific processing methods • How to efficiently store and distribute them? – Multiresolution, adaptive streaming, compression • How to efficiently render/interact with them? – Multiresolution, adaptive rendering/collisions, out-of-core methods, GPU programming, parallelization, rasterization, ray-casting • How to efficiently explore them? – Novel 3D displays, specific interaction techniques – Portable devices 106
  • 102. E. Gobbetti, F. Marton, Massive models, June 2015 Massive research… • Lots of questions – Hot topic, “big data” is a buzzword… – “massive” for preprocessing/data analysis – “massive” for run-time (rendering) • Lots of answers… – Many papers… no general solution • …but still much work to do... 107
  • 103. E. Gobbetti, F. Marton, Massive models, June 2015 Some food for PhDs.. • Construction pipe-lines – Sensor fusion, consolidation, multiresolution meshing, editable representations, … • Streamlined adaptive mesh models – Flat multiresolution structures, GI/AQP not the solution… • Model-specific (approximated) compressed multiresolution models – E.g., improve blockmaps for urban models… • Assisted navigation interfaces – E.g., planning, precomputed paths, • … and more! 108
  • 104. www.crs4.it/vic/ Thanks for your attention! Questions? Enrico Gobbetti Fabio Marton CRS4/ViC gobbetti@crs4.it marton@crs4.it www.crs4.it/vic/ 109